Falnax said:
Sorry to be post about this, especially as I haven't been on the forums before, but "Jueno" is actually supposed to be spelled "Jeuno."

Mispelling has been fixed.....
In addition, I've made a number of changes to the game: First of all, Wizard Towers generate wizards every 20 turns instead of 15 turns now, since the lower production time has the effect of (a) seriously hurting the economy of smaller nations at the same time that it (b) gives HUGE nations an overwhealming advantage. In addition, I borrowed a concept from the SG1 scenario: Experience levels now have 2 HP difference, meaning that Conscripts still have 2 HP, but Regulars have 4 HP, Veterans 6 HP and Elites 8 HP. The purpose of this is to make it so that Elite units actually have a real advantage over regulars (and so I don't always lose Elite Knights to regular fighters), as well as provide an incentive for building barracks...
I've also added the latest round of units to the game (I'd been too busy making units to add any), and I'll give a rundown of the mod status now:
Tech tree still needs serious work, but I'm not planning on finishing that until I've got all the units caught up.
I HAVE implemented the "Good" and "Evil" flavors, and they are having the desired effects. (i.e. I'm playing the Al Bhed, which is a good civilization, and when I met the Jeuno (evil), they were already annoyed with me). All that I've done with the good and evil flavors is make them have a 100 relationship with each other and 0 with the opposites. I also re-did the Ramza Beoulve LH to make him less girly looking, and I'll post that later.
Here are the completed civs with their Culture group and UUs(for this purpose, I'm not including the King units that eventually must be done):
Alfitaria (FF CC): Mideast; Clavat Red Mage, Selkie Thief & Liltie Dragoon
Bervenia (FFTA): Mideast; Bangaa Templar, Blue Mage & Viera Sniper
Ordalia (FFT): Mediterranean; Royal Knight, Crown Guard & Firewall Elite
Windhurst (XI); Asian; Taru-Taru Ranger, Cardian, Mithra Ninja
Jeuno (I got the spelling right this time

)(XI): Mediterranean; Freelancer, Tenshodo, Ducal Guard
Bastok (XI): European; Republican Paladin, Gold Musketeer, Mithril Musketeer
San d'Oria (XI): European; San d'Orian Guard, Royal Lancer, Temple Knight
Yevon (X): Mideast; Warrior Monk, Yevon Guard, YAT-97
Al Bhed (X): Mideast; Machina, Heavy Machina, Machina Hunter
AVALANCHE (VII): American; Freedom FIghter, Wutai Ninja, Highwind & Cloud as their King unit

Returners (VI): European; Narshe Guard, Returner & Esperling
Tycoon (V): European; Berserker, Sorceror & Hiryu
Baron (IV): Euopean; Fabul Monk, Red Wing & Kain's Dragoons
Forbidden Land (III): Asian; Skeleton, Lamia & Flying Fortress
Sassoon (III): Mideast; Viking, Magic Knight, Sage
Nearly complete Civs:
Ivalice (FFT): Mediterranean; Hokuten Knight, Nanten Knight.... Needs Mediator
Alexandria (IX): Mediterranean; Knights of Pluto, Ship of the Line.... Needs the Alexandrian Holy Knight (Gen. Beatrix)
Garden (VIII): American; SeeD, White SeeD Ship.... Needs Forest Owl (Rinoa Heartily)
Estar (VIII): American; Gesper, Ragnarok.... Needs Estar Soldier
Galbadia (VIII): American; Battle Biker, Iron Clad, Galbadian Soldier (currently using one of NeOmega's old units as a placeholder until I can finish up the partially finished unit that Muffins gave me)
Shinra (VII): American; GrossPanzer, SOLDIER.... Needs Shinra Attack Sub
Vector Empire (VI): European; Imperial Trooper, Magitek Armor.... Needs Imperial Sky Armor (might be able to do it farily quicky by using parts from previous airship units). Ironically, I actually have thier king unit done
Unfinished Civs:
Lindblum (IX): Mediterranean, Needs Lindblum Aviator (Model is ready to animate, just need to figure out a few things about the Paradrop animation, though), Burmecian Dragon Knight (In Progress by Dease), and the Hilda Garde III, which I'm currently making.
Need to add:
Light Warriors from FF I. Need a Thief King unit, Red Mage, Black Mage and Sword Chucks, Yo! (I may name the Zodiac Kenshidoist that so that your foreign advisor says, "The Light Warriors have Sword Chucks, Yo!"

)
Dark Warriors from FF I. Already have Garland King unit, Dark Elf Blademaster (Driz'zle), Pirate (Bikke) and Vampire units. I just need to make the LH and get the city list together.
Paramekian Emprie from FF II... Need more info on the game
The other guys from FF II.... Need more info on the game.
Also, here's a preview of all the units available to all civs.
Top row is the Offensive infantry lineup. From Left to right(the order of the upgrade path) are the Fighter, Knight, Paladin, Swordmaster, and Samurai
Second row is the Defensive unit lineup. From Left to Right (upgrade order) is the Archer, Ranger, Gunner and Sniper.
Third row is the Dragoon line of units with equal offense and defense. From left to right is the Warrior, Gladiator, Lancer, and Dragoon.
Fourth Row is the Mechanized unit line. From Left to right are the Battle Wagon, Steam Tank, Tank, and Heavy Tank.
To the far right of the second-third rows is the Airship line. From top to bottom are the Airship, Steam Airship, and Advanced Airship.
Fifth row is the Artillery units. From Left to right are the Catapault, Trebuchet, Bombard, Artillery, and Mobile Artillery.
The last two rows are the generic units buildable by almost all factions or available through wonders, small wonders or Improvements or are created by "salvaging" (enslaving) enemy units. from left to right are the Worker, Settler, Hunting Falcon (scout), Paratrooper, Jump Trooper, Marine, Death Machine (created when heavy mechanized units salvage enemy units), Mage (generated every 20 turns by the Mage tower city improvement), Minotaur (generated every 5 turns by the Tomb of the Unknown King Great wonder), and Crusader (generated every 5 turns by the Lord Mi'ihen's Crusaders Great Wonder).
Not pictured is the Turk unit that is generated by the Intelligence agency SW, Shinra Building SW (available only to Corporate Republic Gov), and Secret Police HQ (available only to Commie gov) and the Makou Cannon, which is generated every 15 turns by the Weapons Research Center SW. Also I plan to add a "Citizen's Militia" Defensive unit with low attack and no support cost that is generated every 5 turns by a Constitution SW that is available only to Democracy ('cause let's face it: Democracy, even with my modified version is shafted military wise).